Starcraft 2 Zerg Units List

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This guide provides everything you need to know about Zerg units in Starcraft 2. The first section discusses Zerg unit mechanics, discussing aspects unique to the Zerg race like regeneration and evolution.

The bulk of the units list can be found in three tables in the middle of this page. The first table discusses the basic information of each unit, including its cost, build time, prerequisites, and from where it is produced.

The second table provides information on each unit's states, including unit type, damage, attacks, range, movement speed, and armor. The final table reveals the abilities and upgrades available to each Zerg unit in Starcraft 2.

Finally, a guide will be provided discussing common Zerg unit combinations. Using units that work well together are key to success in Starcraft 2, no matter what race you are playing.

Note: For a list of campaign-only Heart of the Swarm Zerg units, see our HotS campaign only units guide. This section will focus on the units available for play in the multiplayer version of the game.

Table of Contents

Zerg Unit Mechanics
Zerg Unit Cost and Requirements
Zerg Unit Type and Damage Stats
Zerg Unit Abilities and Research
Common Zerg Army Compositions

Zerg Unit Mechanics

The Zerg has five unique mechanics that stand out when compared to the other races: unit production, regeneration, creep, Overlords, and burrow.

Unit Production

The only Zerg unit that is produced by a building is the Queen. All other Zerg units are produced from Larva or from other Zerg units. Larva are automatically produced by the Hatchery or spawned via the Queen's Inject Larva ability. Larva can be selected by players and morphed into units at any time. Larva are destroyed in the process of creating a new unit.

Some Zerg units are created by permanently morphing one Zerg unit into another. Zerglings can morph into Banelings while Corruptors can morph into Brood Lords. This process costs resources, requires certain tech structures, and is permanent.

Zerg Regeneration

Unlike Protoss units which can only recover their shields and Terran units which do not recover at all, Zerg units and structures automatically recover their health over time. This is termed regeneration. Zerg regeneration occurs at a rate of about 1 health every 4 in-game seconds (actual value is slightly faster at .27 hp restored per second).

Zerg regeneration is always active. Even when the Zerg army is taking damage, the .27 health restored per second is ticking in the background. This actually matters in certain game scenarios. For example, without regeneration, an Immortal would destroy a Hydralisk in 4 shots, as the Immortal deals 20 HP per shot and the Hydralisk has 80 HP. However, during those 4 shots, the Hydralisk's native regeneration capacities will cause 1 health to be restored while the Immortal is firing off its shots. Rather than dying to 4 Immortal shots, the Hydralisk will survive with 1 HP, requiring a 5th shot to destroy it.

The Zerg Creep

Zerg Units move faster on the creep. The exact speed boost given is particular to the unit type. For example, Queens move more than twice as fast while on creep while the Ultralisk only moves 30% faster while on the creep.

Zerg units to not recover health faster while on the creep versus off the creep.

Overlords and Overseers

The Zerg is unique in that its supply space is increased by adding units on rather than structures. In particular, the Overlord and the Overseer both increase the current supply cap by 8 just like a Supply Depot or Pylon. These units do not cost any supply space, so you could literally have 100s of them if you could afford to produce them.

Despite not costing any supply space, these units also have multiple functions. The Overlord is able to be upgraded to function as a transport for the Zerg army as well as can generate creep. The Overseer is the Zerg's primary detector and has two abilities. One ability spawns a Changeling which can act as a spy, providing scouting information, while the other ability prevents unit production or research for 30 seconds.

Burrow

The Burrow technology can be researched at the Hatchery. All Zerg ground units can burrow. While burrowed, units are cloaked. Most burrowed units are unable to move or perform any actions, they just maintain their cloak.

Some units have access to a few of their abilities or can even move while burrowed. Infestors can spawn Infested Terran while burrowed and can move at a reduced speed. Banelings can explode while burrowed if the action is triggered. Swarm Hosts must remain burrowed to use Spawn Locusts. Roaches can be upgraded to move quickly while burrowed as well as regenerate extra healthw hile burrowed.

Zerg Units Table: Cost & Requirements

Unit Cost Build Time Requires Produced
From
Drone 50 minerals
1 supply
17 seconds  n/a

Larva

Overlord 100 minerals 25 seconds n/a Larva
Zerglings
x2 from 1 egg
50 minerals
1 supply
24 seconds Spawning Pool

Larva

Baneling 25 mineral
25 gas
1 Zergling
20 seconds

Baneling Nest

Zergling
Roach 75 minerals
25 gas
2 supplies
27 seconds

Roach Warren 

Larva
Queen 150 minerals
2 supplies
50 seconds Spawning Pool

Hatchery

Lair

Hive

Hydralisk

100 minerals
50 gas
2 supplies

33 seconds Hydralisk Den Larva
Mutalisk 100 minerals
100 gas
2 supplies
33 seconds Spire Larva
Corruptor

150 minerals
100 gas
2 supplies

40 seconds Spire Larva
Infestor 100 minerals
150 gas
2 supplies
50 seconds Infestation Pit Larva
Swarm Host

200 minerals
100 gas
3 supplies

40 seconds Infestation Pit Larva
Ultralisk 300 minerals
200 gas
6 supplies
55 seconds Ultralisk Cavern Larva
Viper 100 minerals
200 gas
3 supplies
40 seconds Hive Larva
Brood Lord 150 minerals
150 gas
2 supplies
34 seconds  Greater Spire Corruptor
Overseer 50 minerals
50 gas
17 seconds Lair Overlord

Zerg Units Table: Unit Types, Stats, and Damage

In the table below, you will find a list of all the Starcraft 2 Terran units along with the unit type, health, movement speed, armor, damage, damage bonuses, number of attacks, attack speed, and range for all the Terran units in Starcraft 2. This table includes Heart of the Swarm units. Attacks denote both ground and anti-air attacks unless otherwise noted.

Unit/Type Life Armor Move Speed Damage Attacks Attack Speed  Range

Drone

Light - Biological

40 0 2.81

5

Ground only

1 1.5 Melee

Overlord

Armored - Biological

200 0

.59

1.88 with PC

n/a n/a n/a n/a

Zerglings

Light - Biological

35 0

2.95

3.83 on creep

4.7 with Metabolic Boost

5.11 MB on creep

5 (+1)

Ground only

1

.7

.59 with Adrenal
Glands

Melee

Baneling

Biological

30 0

2.5

3.25 on creep

2.95 with CF

3.83 on creep with CF

20 (+2)

35 (+4) vs light

Ground only

1 .83 Melee

Roach

Armored - Biological

145 1

2.25

2.92 on creep

3 with GR

3.9 on creep with GR

16 (+2)

Ground only

1 2 4

Queen: Ground Attack

Biological - Psionic

175 1

.94

2.5 on creep

4 (+1)

Ground only

2 1 5

Queen: Anti-Air Attack

Biological - Psionic

175 1

.94

2.5 on creep

9 (+1)

Air only

1 1

Mutalisk

Light - Biological

120 0 4 9 (+1) 1 1.52 3

Corruptor

Armored - Biological

200 2 2.95

14 (+1)

20 (+2) vs massive

Both air only

1 1.9 6

Overseer

Armored - Biological

200 1

1.88

2.75 with PC

n/a n/a n/a n/a

Hydralisk

Light - Biological

80 0

2.25

2.81 with Muscular Augments

3.37 on creep regardless

12 (+1) 1 .83

5

6 with Grooved Spines

Swarm Host (spawns Locusts)

Armored - Biological

160 1

2.25

2.92 on creep

n/a 2 Locusts 25 seconds n/a

Locust

Light - Biological

65  0

1.88

2.66 on creep

12 (+1)

Ground only

1 .8 3

Infestor

Armored - Biological - Psionic

90 0

2.25

2.92 on creep

Spawn Infested Terran n/a n/a n/a

Infested Terran

Light - Biological

50 0 .94 (1.24 on creep) 8 (+0) 1 .86 5

Ultralisk

Armored - Biological - Massive

500

1

3 with Chitinous
Plating

2.95

3.83 on creep

35 (+3)

Ground only

1 .86 1

Viper

Armored - Biological - Psionic

150 1 2.95 n/a n/a n/a n/a

Brood Lord

Armored - Biological - Massive

225 1 1.41

20 (+2)

Ground only

1 2.5 9.5

Zerg Units: Abilities and Research Upgrades

Like all races, many Terran units have access to a variety of abilities in addition to just their default attacks. Some of these skills are always unlocked whereas others have to be researched before they can be used during a match. Additionally, there are a variety of upgrades available that can provide increase the strength of certain Terran units. Below, you will find a chart detailing all of these abilities and research upgrades.

Unit Abilities & Research
Drone The Drone is able to harvest minerals and morph into structures. Drones are permanently lost once a morphed structure finishes.
Zergling

Metabolic Boost: Increases the Zergling's movement speed by 60%. Researched at the Spawning Pool. Costs 100 minerals, 100 vespene gas, and requires 110 seconds to research.

Adrenal Glands: Increases the Zergling's attack speed by 20%. Costs 200 minerals, 200 vespene gas, and requires 130 seconds to research. Researched at the Spawning Pool but additionally requires a Hive.

Queen

Spawn Creep Tumor: Plants a Creep Tumor on the ground that generates Creep. Costs 25 energy. 15 second cooldown. Default ability.

Spawn Larvae: Injects a Hatchery with Larvae. After 40 seconds, 4 Larvae will hatch. A Hatchery can only be injected with one set of Larva at a time. Costs 25 energy. No cooldown. Default ability.

Transfusion: Instantly restores 125 life to the target biological unit or structure. Costs 50 energy. Default ability.

Baneling

Centrifugal Hooks: Increases the movement speed of Banelings to 2.95. Researched at the Baneling Nest. Costs 150 minerals, 150 vespene gas, and requires 110 seconds to research.

Roach

Rapid Regeneration: The Roach restores life very quickly while burrowed (~5 HP per second). Default ability.

Glial Reconstitution: Increases the movement speed of Roaches from 2.25 to 3. Researched at the Roach Warren but requires a Lair. Costs 100 minerals, 100 vespene gas, and requires 110 seconds to research.

Tunneling Claws: Allows Roaches to move while burrowed and increases their regeneration rate while burrowed. Costs 150 minerals, 150 vespene, and requires 110 seconds to research. Researched at the Roach Warren but does require a Lair.

Hydralisk

Grooved Spines: Increases the attack range of the Hydralisk by 1. Researched at the Hydralisk Den. Costs 150 minerals, 150 gas, and requires 80 seconds to research.

Muscular Augments: Allows the Hydralisk to move 25% faster off of creep. Researched at the Hydralisk Den. Costs 150 minerals, 150 vespene gas, and requires 100 seconds to research.

Mutalisk Tissue Regeneration: The Mutalisk always restores about 1 HP per second. Default ability.
Corruptor Corruption: Increases the damage taken by the target by 20% for 30 seconds. 45 second cooldown. Default ability.
Infestor

Infested Terran: Spawns an Infested Terran that lasts 30 seconds. Costs 25 energy. Default ability.

Fungal Growth: Fires a projectile that explodes in a small area of effect. Enemy units in this area are rooted for 4 seconds and are dealt 30 damage over this time period. Reveals cloaked and burrowed units. Costs 75 energy. Default ability.

Neural Parasite: Mind control the target enemy unit for 15 seconds. Costs 100 energy. Must be researched at the Infestation Pit. Costs 150 minerals, 150 gas, and requires 110 seconds to research.

Pathogen Glands: Increases the starting energy of the Infestor by 25. Researched at the Infestation Pit. Costs 150 minerals, 150 gas, and requires 80 seconds to research.

Swarm Host

Spawn Locusts: Spawns 2 Locusts that last for 15 seconds. 25 second cooldown. Only can be used while burrowed. Default ability.

Enduring Locusts: Increases the lifespan of Locusts by 10 seconds. Researched at the Infestation Pit. Costs 200 minerals, 200 gas, and requires 120 seconds to research.

Brood Lord

Swarm Seeds: The Brood Lord's attacks spawn Broodlings that last for 8 seconds. These are melee units that similar in function to Zerglings. The Brood Lord's first attack will spawn 2 Broodlings whereas follow-up attacks spawn just 1-1 Broodlings. Default ability, always active.

Ultralisk

Frenzied: The Ultralisk is always immune to snare, stun, and mind control effects. Default ability.

Chitinous Plating: Increases the Ultralisk's armor by 2. Researched at the Ultralisk Cavern. Costs 150 minerals, 150 vespene, and requires 110 seconds to research.

Viper

Consume: Drains health from one of your biological structures, converting 200 life over 20 seconds into 50 energy. Channeled ability.

Abduct: Pulls the target unit to the Viper's location. Works on both friendly and enemy units, including massive units. Costs 75 energy. Default ability.

Blinding Cloud: Creates a cloud on the ground for 14 seocnds that reduces attack range of all ground units (including your own) to melee range. Costs 100 energy. Default ability.

Overlord

Pneumatized Carapace: Increases the movement speed of Overlords and Overseers. Available for research at the Hatchery, Lair, or Hive. Costs 100 minerals, 100 vespene gas, and takes 60 seconds to research.

Ventral Sacs: Allows the Overlord to function as a transport, loading and unloading ground units. Requires a Lair to research, but can be researched at the Hatchery, Lair, or Hive. Costs 200 minerals, 200 vespene gas, and requires 130 seconds to research.

Morph to Overseer: The Overlord can morph into an Overseer for 50 minerals and 50 gas.

Overseer

Pneumatized Carapace: Increases the movement speed of Overlords and Overseers. Available for research at the Hatchery, Lair, or Hive. Costs 100 minerals, 100 vespene gas, and takes 60 seconds to research.

Detector: The Overseer is always a detector. Default ability.

Spawn Changeling: Spawns a Changeling that lasts for 150 seconds. The Changeling is a controllable non-offensive unit that upon encountering enemy units will automatically change colors and morph into a Zealot, Marine, or Zergling, depending on the enemy's race. This Changeling can be manually targeted by the enemy, but will not be automatically killed by the enemy's units. This unit provides vision for the Zerg player. Costs 50 energy. Default ability.

Contaminate: The targeted structure has its research and production delayed for 30 seconds. Costs 125 energy. Default ability.

Common Zerg Unit Combinations

In comparison to Protoss and Terran, Zerg armies tend to be the least balanced but most fluid of the three. Since Zerg players produce almost all of their units via Larva, they are able to switch their army composition at any time without limited investment. A Zerg player can just as easily make a wave of Zerglings as they could a wave of Mutalisks, whereas a Terran or Protoss player's production capacity of air units would be limited by the number of Starports or Stargates.

As a result, Zerg players rarely stick to a single army composition. However, there are a few Zerg army compositions which work well.

Perhaps the most common Zerg unit combination is Zerglings, Banelings, and Mutalisks. This is a popular combination for Zerg players to use against Terran players in particular, are Banelings are strong against Marines, while Zerglings and Mutalisks are strong versus most Terran unit combinations in the absence of Marines. Sometimes Infestors are added on for support in this combination. This unit combination is popular in the early and mid-game portions of TvZ. Banelings may be replaced by Ultralisks, Infestors, and/or Brood Lords by the late game.

Another common unit combination in Heart of the Swarm is Roach, Hydralisk, and Viper. Roaches and Hydralisks are a very good combination as Hydralisks are a very high DPS unit that can hit both air and grounds units, whereas Roaches act as a shield for the Hydralisks due to their high HP and low cost.

In Wings of Liberty, the problem with the Roach/Hydra army was that it was weak against siege units with splash damage were long-ranged units with splash damage. In particular, Siege Tanks and Colossi were very strong against this unit composition. However, the Viper has changed this dynamic. The Abduct ability can be used to pull in Siege Tanks and Colossus. The Blinding Cloud ability can also be used to disable Siege Tanks. By negating the biggest weaknesses of the Roach and Hydralisk army, the Viper has made Roach and Hydralisk armies viable even in the late game.

In the late game, a great army composition for anti-ground is the Ultralisk and Infestor. Ultralisks do splash damage, but they are a melee unit. A good player will be able to reduce the Ultralisk's damage by spreading out their ranged units and kiting to minimize the Ultralisk's uptime. Fungal Growth can be used to lock units down, allowing the Ultralisk to clean them up with ease, dealing full DPS the entire time.

Note that most Zerg armies include Zerglings. This is simply due to the fact that the Zergling is the only offensive Zerg unit that does not actually cost vespene gas. Leftover minerals not being used to increase the Zerg's economy or for automated defense should be spent on Zerglings. You do not get to keep the minerals for the next game, so you might as well spend them!

Since Zerglings are not always very effective in direct combat in the late game due to not having much HP, most players take advantage of their high DPS movement speed by using them to sneak attack enemy expansions or rushing them into the main base while the enemy is distracted and attacking production or tech facilities. Zerglings are often used in reinforcement waves as well due to their fast production time and movement speed.

There are other viable options for Zerg players in Starcraft 2. These are just a few examples that are used in competitive play.

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